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Adapted from a SpringThing24 Review
Played: 4/4/24
Playtime: 1.75hrs, (Spoiler - click to show)Stayed in city, joined a faction
For as big a horror fan as I am, vampire-fetishism has never been my bag. To the extent that I have any tabletop RPG history it would be more Call of Chtulhu than V: Masquerade. Despite leading with its inspiration (the latter), I was very pleased with the smoothness Loose Ends got me up to speed on the deep background of factions, norms and abilities. Trickle feeding lore as it was needed was so much more engaging than a massive infodump would have been.
I was positively delighted that gameplay and story owed a lot more to Noir Detective than RPG sourcebook. Like a lot of great Noir, it uses a very specific political and social backdrop to inform a more-than-appears mystery, with a hard-boiled, out-of-their-depth outsider player-detective. It also seems to be a pretty deep implementation, supporting a variety of play styles. A handful of selectable skills and abilities seem to permute the player space in a nicely customized way.
It is a choice select mystery. This is a challenging paradigm for mysteries, as without careful curation, even simple absence/presence of options can provide unearned or mimesis threatening cluing. Loose Ends is not perfect here, but it is pretty darn good at it. Its biggest compromise on this front is marking options that may hold information with icons. It acts as a stealth hint system, that often wasn’t needed due to well-connected chains of clues. In one case though it did generate a repeat visit I might not have otherwise bothered with. I think on balance its value as a soft ‘director’ outweighs its downsides.
In addition to enabling a variety of player capabilities, the work also seems to enable a variety of player motivations and story paths. With diligence you can solve the (pretty cool) mystery, but what you DO with that solution seems to be up to you! That’s just nifty. It leverages Telltales’ ‘X WILL REMEMBER THAT’ mechanism to great effect, rewarding player choices with faction alignment that potentially changes the levers of power in the city. (Sidebar: Is there a more important narrative-game innovation in our lifetime than that pregnant phrase? I guess barring folks old enough to have seen the genre invented in the first place.)
My biggest quibble with the game is its lack of state awareness. Many times throughout the game, stock location descriptions include objects that have been removed, refer to dialogue that is no longer relevant, or concatenate game state text in jarring ways. In its most egregious artifact, it allows recovery of clues that have been destroyed. Below is an intrusive example:
(Spoiler - click to show)"[...] Lucille freezes—then a spasm runs through her body as her control of her own nerves is severed, muscles and tendons moving as Varkonyi directs. With another gesture he shuts down a bundle of nerves, sending her sprawling to the floor. For a moment she can do nothing but twitch, but with effort she staggers back to her feet.
"Lucille stays close to your side, watching and waiting for the right moment to strike—and then she finds it. In a split second she’s right in the middle of everything, laughing wildly as she whirls around in a flurry of steel. Another split second and she’s thirty feet back, covering your advance."
I have some forgiveness for these kinds of artifacts and even so, the work had enough to push itself past my ‘just ignore it’ threshold.
The only other off note for me was the denouement. As these things do, it kind of summarized the net effect of your choices on the ultimate outcome. I was unpleasantly surprised to see my choices showed me aligning with a faction I had no intent of aligning with. In fact, I had deliberately attempted to preserve faction-free independence throughout the game. I suppose some combination of my final actions and who I chose to ally with swung the algorithm on me, but I was not expecting it.
So yeah, slightly sour ending but engaging through its runtime for sure. Here's the big twist though: the authors have since updated the game, seemingly addressing many of these issues! I can only report my own experience, but assuming they did as good a job on the updates as the base game, they likely turned a 4-star experience to a 5-star one!
Mystery, Inc: Shaggy, though a strong argument for Velma too
Vibe: Vampy Noir
Polish: Textured -> Smooth?
Gimme the Wheel! : Absolutely my version of this project would try to polish its state awareness as a first priority. I think I would also try to soft hint faction alignment implications to give a little more player information and influence on the outcome. To the extent this was done... backseat driving works ya'll!
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.